Al-Qadim: Arabian Adventures


Jeff Grub - 1992
    

Mentally Ill in Amityville: Murder, Mystery, & Mayhem at 112 Ocean Ave.


Will Savive - 2008
    The only surviving member of this tragic ordeal was Ronald DeFeo Jr., who was later charged and convicted to six-life-sentences. Still, the evidence shows that Ronnie "Butch" DeFeo could not have killed all six of his family members by himself, while they lay sleeping in their beds. Thirteen months later, the Lutz family moved into the lavish Dutch Colonial home and moved out mysteriously after just 28-days with only the clothes on their backs, claiming that the house was haunted; they would never return! Then came a media frenzy and with the release of Jay Anson's runaway best selling book, "The Amityville Horror," which was later transformed into a blockbuster movie, the story became an international phenomenon. What really happened at 112 Ocean Ave. in Amityville? Mentally Ill in Amityville (MIA), is the true story of the events as they occurred, with exclusive interviews and official documents of these dramatic events. MIA is a must read for anyone who wants to know the complete story behind the most famous haunted house in the world

Class of 1989: A Post Viral Apocalyptic Story


Jack Hunt - 2020
     A group of estranged friends, now in their forties, reunite in Gerlach, Nevada for their 30-year high school reunion at the time of the annual Burning Man Festival. They soon find themselves at the heart of a viral apocalypse and are forced to rely on the very people they were at odds with to survive.

The Darwin Effect


Mark Lukens - 2016
    They are all suffering from short-term memory loss and they can't remember why or how they got on this ship. The onboard computer (MAC) tells them that it was programmed to wake them up early. They believe MAC woke them up by mistake. They can't re-enter suspended animation, there's only enough food for a few months, and they are too far away to return to Earth ... but even if they could return, MAC tells them that the Earth has been destroyed by nuclear war. They realize that they are all going to die on this ship.Cromartie, the unelected leader of their group, tries his best to keep the others calm, but soon they are at each other's throats. After one of them is found murdered, Cromartie and Sanders form an alliance. Cromartie tells Sanders that pieces of his memories are beginning to come back to him in his dreams; he believes he's seeing clues to their survival.But after the next murder, Cromartie and Sanders must work fast to find the mind-blowing key to their survival and figure out which one of them is the killer before it's too late.

Necronomicon: The Wanderings of Alhazred


Donald Tyson - 2000
    P. Lovecraft's work knows of the Necronomicon, the black magic grimoire he invented as a literary prop in his classic horror stories. There have been several attempts at creating this text, yet none stand up to Lovecraft's own descriptions of the Necronomicon...until now. Fans of Lovecraftian magic and occult fiction will delight in Donald Tyson's Necronomicon, based purely within Lovecraft's own fictional universe, the Cthulhu Mythos.This grimoire traces the wanderings of Abdul Alhazred, a necromancer of Yemen, on his search for arcane wisdom and magic. Alhazred's magical adventures lead him to the Arabian desert, the lost city of Irem, ruins of Babylon, lands of the Old Ones, and Damascus, where he encounters a variety of strange creatures and accrues necromantic secrets.

Baby's First Mythos


C.J. Henderson - 2003
    Henderson, Baby's First Mythos is a lavishly illustrated tome that blasts your child's soul as it teaches them their ABC's - Mythos-style! A foreward by Dr. Robert M. Price, Ph.D., professor of both theology and philosopy, founder & editor in chief of Crypt of Cthulhu, executor of the Lin Carter estate, current head of Lovecraft's KLM club (the worlds first professional sci fi/horror club).

Tomorrow's Cthulhu


Scott GableMike Allen - 2015
    Madness. Transhumanism.This is the dawn of posthumanity. Some things can’t be unlearned. Gleaming labs whir with the hum of servers as scientists unravel the secrets of the universe. But as we peel away mysteries, the universe glances back at us. Even now, terrors rise from the Mariana Trench and drift down from the stars. Scientists are disappearing—or worse. Experiments take on minds of their own. Some fight back against the unknown, some give in, some are destroyed, and still others are becoming… more. The human and inhuman are harder and harder to distinguish. Mankind is changing, whether it wants to or not, with brand new ways of thinking. What havoc is wreaked by those humans trying to harness and control their discoveries? As big science progresses and the very fundamentals of this universe are understood, what stories are being hushed up? Of course, the Old Ones laugh at our laws, scientific and otherwise. These are transhumanist near-future science fiction tales of the Cthulhu Mythos. These are tales of more than merely cosmic dread. They exist in our world of the next couple years. This is the era of big science and—what is that? We’ll be right back. ​​

Deathwatch Core Rulebook


Ross Watson - 2010
    Only the most exceptional candidates from the fighting forces of the Adeptus Astartes are invited to join the Deathwatch, and take on a new oath to safeguard the Imperium from the darkest of threats. United in this newly forged brotherhood, all Deathwatch Marines must learn to put aside their differences and work together to succeed in the most extraordinary operations - whether facing the threat of total annihilation when confronted by implacable alien foes, or fighting against the foul daemon menace that crawls forth hungrily from beyond the Warp. Deathwatch offers a brand-new roleplaying experience by focusing on elite, special-missions style action at the furthest fringes of Imperial space, involving some of the greatest heroes and deadliest opponents the Warhammer 40,000 universe has to offer!

Legends and Lore: Cyclopedia of Gods and Heroes from Myth and Legend


James M. Ward - 1980
    

Barlowe's Guide to Fantasy: Great Heroes and Bizarre Beings from Imaginative Literature


Wayne Barlowe - 1996
    At last these bizarre and beautiful beings have been brought magnificently to life by acclaimed artist Wayne Douglas Barlow, who has often been called the "Audubon of the Otherworld". This book is a sequel to the bestselling Barlowe's Guide to Extraterrestrials. 50+ four-color illustrations.

GURPS Cyperpunk: High-Tech Low-Life Roleplaying


Lloyd Blankenship - 1990
    -- The book that was confiscated by the Secret Service because they thought it contained hacking secrets (It doesn't)-- Nominated for the Origins Award for Best Roleplaying Supplement.

Monstrous Manual


Doug Stewart - 1993
    This will be the perfect, easy-to-use replacement for the bulkier compendiums of the past. Illustrations, some in color.

The Dream-Quest of Vellitt Boe


Kij Johnson - 2016
    When one of her most gifted students elopes with a dreamer from the waking world, Vellitt must retrieve her.But the journey sends her on a quest across the Dreamlands and into her own mysterious past, where some secrets were never meant to surface.

Condition Black (A novella)


Tom Barber - 2013
    Everyone around him is dead. He has no idea where he is, or who shot him and his squad down.He soon discovers he’s on one of the moons orbiting Mars, not far from the main colony and his transport back to Earth. Two members of a mining team stationed on the moon come out to investigate. They take Miller back to their base where he manages to send out a call for help.He has ninety minutes to wait for rescue.But those ninety minutes are going to feel like a lifetime.Miller quickly realises that something in the station is wrong.There seems to be more to this place than meets the eye.Strange and unsettling events suggest things are not quite as they appear.As the minutes until his rescue tick by and he begins to finally figure out what is going on, Miller is forced to confront echoes from his past as well as his deepest fears in a situation that is becoming more terrifying by the second.And he soon learns that some nightmares don’t stop when you wake up.

Blades in the Dark


John Harper - 2016
    There are heists, chases, occult mysteries, dangerous bargains, bloody skirmishes, and, above all, riches to be had — if you’re bold enough to seize them.You and your fledgling crew must thrive amidst the threats of rival gangs, powerful noble families, vengeful ghosts, the Bluecoats of the city watch, and the siren song of your scoundrel’s own vices. Will you rise to power in the criminal underworld? What are you willing to do to get to the top?In this stand-alone game, you’ll find:* Rules to create your scoundrel using the following character archetypes: the Cutter, the Hound, the Leech, the Lurk, the Slide, the Spider, or the Whisper.* Rules to create your crew, built from types like Assassins, Bravos, a Cult, Hawkers, Shadows, or Smugglers.* A robust core mechanic which puts the fiction first—the strength of a character’s position (desperate, risky, or controlled) matters just as much as the character’s ability scores.* A lightning-fast mechanic for planning criminal operations to cut through the usual slog of planning at the game table.Rules for alchemical experiments, gadget tinkering, and weird occult powers—including rules for playing Ghosts and other strange beings.* A setting guide to the haunted city of Doskvol, with all the maps, factions, NPCs, schemes, and opportunities you need to run an exciting sandbox game.